Levels
Each level gives a character two trait slots to customize their equipment, abilities and skills or in the case of monsters, gives them new augments.
A character’s level reflects how many resources they have access to and/or how great and various their powers are. Translating complex characters may require starting at higher levels which impacts the levels of the opponents and allies in game.
Example: A group of four players want to play a long fantasy game, so they each start at level 1. The GM compensates for this by pitting them against single Level 4 monsters, pairs of level 2 monsters or mobs of level 1 characters. As the player’s level up, so to do their enemies need to increase in strength to keep up the challenge.
Example: A player wants to use a Superhero type character. To make their powers and equipment requires them to be at minimum level 3. Fitting with the themes the GM creates monsters that are at least level 3 and level 1 flunkies in groups of 3. Since the hero character’ doesn’t grow that much, increasing their power comes in the form of adding new powerful weapons, vehicles or allies as traits at level 4 and 5. While they don’t get any new powers upon leveling up, the powers and equipment they do have become stronger through additional mods.
Leveling Up
Campaigns encompass multiple game sessions and allow players the option of building up their characters progressively. How the character’s level up is the big question. In a combat oriented game the logical course is to reward points for defeating so many enemies or successfully completing scenarios. There is also the possibility of losing levels or XP in certain situations, but that can detract from the fun. Here are just some examples.
Campaigns encompass multiple game sessions and allow players the option of building up their characters progressively. How the character’s level up is the big question. In a combat oriented game the logical course is to reward points for defeating so many enemies or successfully completing scenarios. There is also the possibility of losing levels or XP in certain situations, but that can detract from the fun. Here are just some examples.
- 1 Level per Scenario. For each game session played, won and survived a character gains a level.
- XP for kills. For each enemy target defeated a character earns a number of XP equal to their level. To raise a character to the next level they need a number of XP equal to the next level x 10 (level 2 = 20xp, Lv3 = 30xp, etc)
- Bonus XP for completing objectives. By beating missions or collecting objectives a character may gain 1-5xp based on the difficulty or importance of the event.
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